PELATIHAN PEMBELAJARAN INTERAKTIF BERBASIS GAMIFIKASI ONLINE
Abstract
ABSTRAK
Pandemi COVID-19, telah memberikan dampak yang besar pada sistem Pendidikan di Indonesia. Pembelajaran secara daring akhirnya diterapkan dengan berbagai keterbatasan yang ada. Salah satu Madrasah Aliyah Swasta di Kabupaten Jember menerapkan pembelajaran daring dan menghadapi berbagai tantangan dalam pelaksanaanya. Beberapa permasalahan tersebut antara lain berkurangnya tingkat keaktifan siswa dan menurunnya motivasi siswa. Terutama pada pembelajaran Bahasa Inggris, siswa juga tidak mendapatkan language practices sehingga mereka tidak bisa berlatih menggunakan Bahasa target secara maksimal. Kegiatan ini bertujuan untuk meningkatkan motivasi dan keaktifan dalam belajar Bahasa Inggris siswa selama masa pandemic COVID 19. Metode pelaksanaan kegiatan yaitu dengan memberikan pelatihan pembelajaran interaktif melalui gamifikasi online. Hasil dari kegiatan ini menunjukkan hasil yang positif dalam pengetahuan siswa, keterampilan keaktifan serta motivasi yang meningkat.
Kata kunci: covid 19; gamifikasi online; pembelajaran.
ABSTRACT
This pandemic situation of Covid-19 has impacted every aspect of life, particularly on education. The government has obliged all schools to conduct online learning. Many schools faced problems when implementing online learning. One of the schools was private Islamic High School (Madrasah Aliyah Swasta) in Jember Regency. This school was not ready in facing all changes through online learning. Due to insufficient facilities, both teachers and students only used WhatsApp application during the teaching learning process. The teacher sent the English teaching material and asked them to do all exercises. As the time passed, the students were bored and reluctant to finish all assignment. With these activities, in fact the students did not get any chances to have language practices in order to apply what they have learned in class. From this situation the Community service team carried out a training in utilizing online gamification during online learning. The purpose of this activity was to increase the students’ motivation in learning English.
Keywords: covid 19; online gamification; learning
Keywords
Full Text:
PDFReferences
Arsi, P., Waningsih, S., Pambudi, A. S., & Maisa, W. (2019). Peningkatan Kualitas Sdm Dengan Pemanfaatan Iptek Melalui Pelatihan Komputer Dasar Dan Internet Pada Anggota Polsek Kedungbanteng. Jurnal Abdimas BSI: Jurnal Pengabdian Kepada Masyarakat, 2(2), 191–196. https://doi.org/10.31294/jabdimas.v2i2.4244
Bušelić, M. (2017). Distance Learning – concepts and contributions. Oeconomica Jadertina, 2(1), 23–34. https://doi.org/10.15291/oec.209
Gupta, R. (2017). Impact of Ict in Distance Education and Teacher Perception Towards Knowledge of Ict Tools. International Journal of Research -GRANTHAALAYAH, 5(1), 163–171. https://doi.org/10.29121/granthaalayah.v5.i1.2017.1731
Herliandry, L. D., Nurhasanah, Suban, M. E., & Kuswanto, H. (2020). Pembelajaran Pada Masa Pandemi Covid-19 (Lessons Learned During the Covid-19 Pandemic). Jurnal Teknologi Pendidikan, 22(1), 65–70.
Miqawati, A. H., & Wijayanti, F. (2021). Blended Learning: Revealing Its Transformative Potential and Practice During the Covid-19 Era. 514(Icoship 2020), 175–177. https://doi.org/10.2991/assehr.k.210101.039
Wijayanti, F. (2020). Digital Story Project: Using Technology to Foster Learners’ Speaking Skill. Journal of English in Academic and Professional Communication, 6(2), 19–27.
Wijayanti, F., Miqawati, A. H. (2017). Kegiatan Optimalisasi Potensi Ketrampilan Menyimak Siswa pada Kelas Unggulan dengan Menerapkan Fun Games and Attractive Activities. 106–110.
DOI: https://doi.org/10.31764/jpmb.v6i3.9910
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
______________________________________________________
Jurnal Selaparang
p-ISSN 2614-5251 || e-ISSN 2614-526X
EDITORIAL OFFICE: